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Everything posted by feneur
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On a more serious note it should be out before the end of this week if nothing unexpected shows up
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That's something else That's just that in the Alphas we use pre-converted textures (many textures are created as PNGs, but for performance reasons etc the game uses the DDS format), but when using SVN the textures are converted when you first see them on screen. While they are being converted they show up as grey squares. The next time you see them they're already converted and thus loads faster
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So what you are saying is that when you give them a "get into formation" order they no longer follow a previous order? Not sure that's necessarily something to "fix" as it could be confusing. On the other hand if you're just changing from one formation to another you could still want them to continue walking to the destination.
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Please don't post the exact same message in several topics. We do intend to implement a translation system, however as mentioned in other places we want to wait until the English text is closer to being finished. Otherwise the translation work would need to be redone as soon as the English text changes and would risk being outdated quickly - and it would be worse having incorrect translations than no translation at all. Also, it's a higher priority to get the gameplay features done. We do intend to have about a year of beta releases as we test the game and balance things. And implement non-gameplay things, and optimize the engine, so there should be plenty of time for translation work.
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You're welcome. Good that it was something that was solved that easily
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That does sound like a driver issue, are you sure you have the latest version of the drivers for your graphics card?
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Splendid
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How to add your own 3d models to game, and give them data?
feneur replied to Wopet's topic in Game Modification
No worries. Though apart from just adding a quick model to the game you're likely to need quite a bit of time to get something useful done. Just so you're prepared -
I'd say it's up to you whether you want to put the latest version of e.g. a new random map script in the first post or in a reply, it's definitely recommended that you write a new reply to mention it if you've added/changed something in the first post. If something is changed in the first post but you don't let people know, then no one will know. Adding a new reply, regardless of whether you put the new version there or in the first post, will let people know there's an update. Among other things it will show up on the "View New Content" page. About getting replies: first, remember that the forums are visited by people from all over the world, so I'd say you should allow for at least 24 hours before expecting a reply. Second,it's far more likely for you to get replies if you post a direct question than if you just list some thoughts you've had and ask for people's opinion. Another thing, while we certainly aren't as aggressive against people posting twice or more in a row you seem to be a bit more likely to post a new reply rather than editing your last reply if no one has posted anything in between. It definitely depends a lot on the circumstances, and as said above, editing an existing post doesn't make the topic show up as changed on e.g. the "View New Content" page, just something to keep in mind.
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Yeah, the Celtic walls will be remodeled
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Well, then that's an issue with the models. I wouldn't say it's a good idea to work around issues with the models by changing the code, better to do it right in code the first time and fix the models (They might need tweaks anyway once the player wall building system is implemented.) That said I don't see the issue when manually placing walls and wall towers: Perhaps it's harder to do in code though There are issues in other angles than 90° though, so perhaps that's what you meant?
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How to add your own 3d models to game, and give them data?
feneur replied to Wopet's topic in Game Modification
Hmm, you would have found quite a lot of an answer in the topic just below yours: http://www.wildfiregames.com/forum/index.php?showtopic=15693 , you can find a lot of useful information in the relevant part of the Artist Design Document: http://trac.wildfiregames.com/wiki/ArtDesignDocument#Blender as well as in this topic: http://www.wildfiregames.com/forum/index.php?showtopic=15742 . It's best to look through those resources and then try looking through the games resources and work through things yourself. Then if you run into issues post direct questions here. It's hard for us to help more than pointing to existing resources in a general sense, we don't know what skills you have already etc -
Hmm, the Iberians do have a wall tower like all the other civilizations. So I'm not sure what you mean by that (Also, if you're using SVN there are Roman walls and wall towers as well =) But that's up to you, it is definitely recommended to use the SVN version for any kind of development though )
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It's not going to be released in 16 hours, however the feature freeze (i.e. no new features added, and generally only bug fixes and non-risky additions should be made) is tomorrow as you say, so it's probably still a good choice to put it up here rather than adding it to the SVN for now. Great work as far as I can tell though You and wraiti are really pushing the quality of the RMSs to come nearer and nearer to handmade quality
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That's basically how it's done now. Just that you don't click twice but rather click-and-hold and rotate the mouse until you get the building the way you want it.
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Well, the project most definitely does qualify, however, we don't have developers with enough time to devote to mentoring. (If they'd have that much time we'd see more progress even without the GSoC )
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You can also use the Control key together with the middle mouse button(/scroll wheel).
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Assuming you mean saved games Philip wrote this in the post above yours: "(assuming the game had some UI to delete saves, which it doesn't yet)".
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Ok, that's the error that wasn't fixed, it was the crash when trying to save games that was fixed. This error we need more information to be able to debug. Could you please post more details? What map did you play on? What AI did you use? Did you try to load a save game from before SVN revision 11198? Just as a general information to help with debugging, I just updated SVN and built the game and saved and loaded a savegame without problem, so it's at least not a general issue. (Acropolis III, played against qBot, just played a couple of seconds to test if it was a general load issue.)
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Nowhere in this topic was game lag mentioned, however, the issue you mentioned above that caused the crash when trying to save should be fixed in the latest SVN version.
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Ramming is planned for part 1, boarding/capturing ships is postponed for now, perhaps in part 2.
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Progress reports on funded work
feneur replied to Ykkrosh's topic in Game Development & Technical Discussion
Not sure how relevant it is, but I thought I'd forward this comment from the ModDB repost of the day 15 writeup: -
Hmm, you write in the topic title that the SVN revision is 1094, I doubt that is correct as the latest revision is 11194. I'm guessing that's what you meant though? That said I can report at least a similar issue: Revision 11194, custom built .exe (VC2010), after trying to save the game. First you get back to the main menu, and get the above error message, then pressing continue makes the application crash.
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qBot (yet another AI)
feneur replied to quantumstate's topic in Game Development & Technical Discussion
The final version of the AI is not likely to be released until earliest when the final version of the game in its entirety is released. Improvements to speed are likely to be done and released before that though, but there could be new features added in a later release making it slower again, so don't expect it to be as good as it can be until the game is finished -
Also, the number is after all meant to symbolize all kinds of loot. Including gear, food carried, money, etc.
